uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 projectionMatrix;

attribute vec3 position;
attribute float aRandom;

varying float vRandom;
// mvp

void main() {
  vec4 modelPosition = modelMatrix * vec4(position, 1.0);
  modelPosition.z += aRandom * 0.4;
  gl_Position = projectionMatrix * viewMatrix * modelPosition;

  vRandom = aRandom;
}